--- /dev/null
+#include <ctime>
+
+#include <GL/glut.h>
+
+#include "sea.h"
+#include "watersurface.h"
+
+const int LATTICE_SIZE = 10;
+const int LATTICE_UNIT = 1;
+
+WaterSurface surface(LATTICE_SIZE);
+Sea sea(surface);
+
+void drawSingleTile(int x, int y)
+{
+ glBegin(GL_TRIANGLES);
+
+ glVertex3f(x, y, surface.at(x, y).getHeight());
+ glVertex3f(x+1, y, surface.at(x+1, y).getHeight());
+ glVertex3f(x+1, y+1, surface.at(x+1, y+1).getHeight());
+
+ glVertex3f(x, y, surface.at(x, y).getHeight());
+ glVertex3f(x, y+1, surface.at(x, y+1).getHeight());
+ glVertex3f(x+1, y+1, surface.at(x+1, y+1).getHeight());
+
+ glEnd();
+}
+
+void displayMe(void)
+{
+ glMatrixMode(GL_PROJECTION); // Switch to the projection matrix so that we can manipulate how our scene is viewed
+ glLoadIdentity(); // Reset the projection matrix to the identity matrix so that we don't get any artifacts (cleaning up)
+ gluPerspective(50, (GLfloat)300 / (GLfloat)300, 0, 1000); // Set the Field of view angle (in degrees), the aspect ratio of our window, and the new and far planes
+ gluLookAt(0,-10,10, 0,0,0, 0,1,0);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ sea.update();
+
+ glScalef(LATTICE_UNIT, LATTICE_UNIT, 1.0f);
+ glTranslatef(-(float)(LATTICE_SIZE-1)/2, -(float)(LATTICE_SIZE-1)/2, 0);
+ for (int y = 0; y < LATTICE_SIZE-1; ++y) {
+ for (int x = 0; x < LATTICE_SIZE-1; ++x) {
+ drawSingleTile(x, y);
+ }
+ }
+
+ glFlush();
+
+ glutPostRedisplay();
+}
+
+int main(int argc, char** argv)
+{
+ std::srand(std::time(0));
+
+ glutInit(&argc, argv);
+ glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB|GLUT_DEPTH);
+ glEnable(GL_DEPTH_TEST);
+ glutInitWindowSize(300, 300);
+ glutInitWindowPosition(100, 100);
+ glutCreateWindow("seamulator");
+
+ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+
+ glutDisplayFunc(displayMe);
+ glutMainLoop();
+ return 0;
+}